Fix controller input lingering when unfocused (#210)

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Hyper 2025-01-26 20:49:13 +00:00 committed by GitHub
parent 4d41d8eaae
commit a5db997e5d
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GPG key ID: B5690EEEBB952194
7 changed files with 89 additions and 76 deletions

View file

@ -68,7 +68,7 @@ public:
bool CanPoll()
{
return controller && (GameWindow::s_isFocused || Config::AllowBackgroundInput);
return controller;
}
void PollAxis()

View file

@ -1,4 +1,6 @@
#include "hid.h"
#include <ui/game_window.h>
#include <user/config.h>
hid::EInputDevice hid::g_inputDevice;
hid::EInputDevice hid::g_inputDeviceController;
@ -11,6 +13,11 @@ void hid::SetProhibitedButtons(uint16_t wButtons)
hid::g_prohibitedButtons = wButtons;
}
bool hid::IsInputAllowed()
{
return GameWindow::s_isFocused || Config::AllowBackgroundInput;
}
bool hid::IsInputDeviceController()
{
return hid::g_inputDevice != hid::EInputDevice::Keyboard &&

View file

@ -41,6 +41,7 @@ namespace hid
uint32_t SetState(uint32_t dwUserIndex, XAMINPUT_VIBRATION* pVibration);
uint32_t GetCapabilities(uint32_t dwUserIndex, XAMINPUT_CAPABILITIES* pCaps);
bool IsInputAllowed();
bool IsInputDeviceController();
std::string GetInputDeviceName();
}

View file

@ -405,7 +405,8 @@ uint32_t XamInputGetState(uint32_t userIndex, uint32_t flags, XAMINPUT_STATE* st
{
memset(state, 0, sizeof(*state));
uint32_t result = hid::GetState(userIndex, state);
if (hid::IsInputAllowed())
hid::GetState(userIndex, state);
if (GameWindow::s_isFocused)
{

View file

@ -123,6 +123,9 @@ public:
void OnSDLEvent(SDL_Event* event) override
{
if (!hid::IsInputAllowed())
return;
switch (event->type)
{
#ifdef UI_KBM_SUPPORT

View file

@ -159,100 +159,103 @@ class SDLEventListenerForInstaller : public SDLEventListener
public:
void OnSDLEvent(SDL_Event *event) override
{
if (!InstallerWizard::s_isVisible || !g_currentMessagePrompt.empty() || g_currentPickerVisible || !hid::IsInputAllowed())
return;
constexpr float AxisValueRange = 32767.0f;
constexpr float AxisTapRange = 0.5f;
if (!InstallerWizard::s_isVisible || !g_currentMessagePrompt.empty() || g_currentPickerVisible)
{
return;
}
int newCursorIndex = -1;
ImVec2 tapDirection = {};
switch (event->type)
{
case SDL_KEYDOWN:
switch (event->key.keysym.scancode)
case SDL_KEYDOWN:
{
case SDL_SCANCODE_LEFT:
case SDL_SCANCODE_RIGHT:
tapDirection.x = (event->key.keysym.scancode == SDL_SCANCODE_RIGHT) ? 1.0f : -1.0f;
break;
case SDL_SCANCODE_UP:
case SDL_SCANCODE_DOWN:
tapDirection.y = (event->key.keysym.scancode == SDL_SCANCODE_DOWN) ? 1.0f : -1.0f;
break;
case SDL_SCANCODE_RETURN:
case SDL_SCANCODE_KP_ENTER:
g_currentCursorAccepted = (g_currentCursorIndex >= 0);
break;
}
break;
case SDL_CONTROLLERBUTTONDOWN:
switch (event->cbutton.button)
{
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
tapDirection = { -1.0f, 0.0f };
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
tapDirection = { 1.0f, 0.0f };
break;
case SDL_CONTROLLER_BUTTON_DPAD_UP:
tapDirection = { 0.0f, -1.0f };
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
tapDirection = { 0.0f, 1.0f };
break;
case SDL_CONTROLLER_BUTTON_A:
g_currentCursorAccepted = (g_currentCursorIndex >= 0);
break;
}
break;
case SDL_CONTROLLERAXISMOTION:
{
if (event->caxis.axis < 2)
{
float newAxisValue = event->caxis.value / AxisValueRange;
bool sameDirection = (newAxisValue * g_joypadAxis[event->caxis.axis]) > 0.0f;
bool wasInRange = abs(g_joypadAxis[event->caxis.axis]) > AxisTapRange;
bool isInRange = abs(newAxisValue) > AxisTapRange;
if (sameDirection && !wasInRange && isInRange)
switch (event->key.keysym.scancode)
{
tapDirection[event->caxis.axis] = newAxisValue;
case SDL_SCANCODE_LEFT:
case SDL_SCANCODE_RIGHT:
tapDirection.x = (event->key.keysym.scancode == SDL_SCANCODE_RIGHT) ? 1.0f : -1.0f;
break;
case SDL_SCANCODE_UP:
case SDL_SCANCODE_DOWN:
tapDirection.y = (event->key.keysym.scancode == SDL_SCANCODE_DOWN) ? 1.0f : -1.0f;
break;
case SDL_SCANCODE_RETURN:
case SDL_SCANCODE_KP_ENTER:
g_currentCursorAccepted = (g_currentCursorIndex >= 0);
break;
}
g_joypadAxis[event->caxis.axis] = newAxisValue;
break;
}
break;
}
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEMOTION:
{
for (size_t i = 0; i < g_currentCursorRects.size(); i++)
case SDL_CONTROLLERBUTTONDOWN:
{
auto &currentRect = g_currentCursorRects[i];
if (ImGui::IsMouseHoveringRect(currentRect.first, currentRect.second, false))
switch (event->cbutton.button)
{
newCursorIndex = int(i);
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
tapDirection = { -1.0f, 0.0f };
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
tapDirection = { 1.0f, 0.0f };
break;
case SDL_CONTROLLER_BUTTON_DPAD_UP:
tapDirection = { 0.0f, -1.0f };
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
tapDirection = { 0.0f, 1.0f };
break;
case SDL_CONTROLLER_BUTTON_A:
g_currentCursorAccepted = (g_currentCursorIndex >= 0);
break;
}
if (event->type == SDL_MOUSEBUTTONDOWN && event->button.button == SDL_BUTTON_LEFT)
break;
}
case SDL_CONTROLLERAXISMOTION:
{
if (event->caxis.axis < 2)
{
float newAxisValue = event->caxis.value / AxisValueRange;
bool sameDirection = (newAxisValue * g_joypadAxis[event->caxis.axis]) > 0.0f;
bool wasInRange = abs(g_joypadAxis[event->caxis.axis]) > AxisTapRange;
bool isInRange = abs(newAxisValue) > AxisTapRange;
if (sameDirection && !wasInRange && isInRange)
{
g_currentCursorAccepted = true;
tapDirection[event->caxis.axis] = newAxisValue;
}
break;
g_joypadAxis[event->caxis.axis] = newAxisValue;
}
break;
}
if (newCursorIndex < 0)
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEMOTION:
{
g_currentCursorIndex = -1;
}
for (size_t i = 0; i < g_currentCursorRects.size(); i++)
{
auto &currentRect = g_currentCursorRects[i];
break;
}
if (ImGui::IsMouseHoveringRect(currentRect.first, currentRect.second, false))
{
newCursorIndex = int(i);
if (event->type == SDL_MOUSEBUTTONDOWN && event->button.button == SDL_BUTTON_LEFT)
g_currentCursorAccepted = true;
break;
}
}
if (newCursorIndex < 0)
g_currentCursorIndex = -1;
break;
}
}
if (tapDirection.x != 0.0f || tapDirection.y != 0.0f)
@ -300,9 +303,7 @@ public:
if (newCursorIndex >= 0)
{
if (g_currentCursorIndex != newCursorIndex)
{
Game_PlaySound("sys_worldmap_cursor");
}
g_currentCursorIndex = newCursorIndex;
}

View file

@ -53,7 +53,7 @@ class SDLEventListenerForMessageWindow : public SDLEventListener
public:
void OnSDLEvent(SDL_Event* event) override
{
if (App::s_isInit || !MessageWindow::s_isVisible)
if (App::s_isInit || !MessageWindow::s_isVisible || !hid::IsInputAllowed())
return;
constexpr float axisValueRange = 32767.0f;